canon

i make indie games

unvoiced 2* in a tokyo apartment trying to weld end-of-service anime characters into playstation 1 party games


phase 1 of playing u.k.s.: unbelievably kittyish sylvie: oh there's an arrow do I have to launch myself or somethiwhoops I clicked it haha there kitty goes wheeeeeee

phase 2: wheeeeeeeeeeeeeeee go get that burger kitty (it bounces the wrong way) noooo

phase 3: is there uh... y'know... any uh... control in this game? (I click the mouse, the screen shakes satisfyingly) ok that felt nice. does it actually uhhh do anything. I can't tell lmao

phase 4: oh my god the kitty's stuck in a holding pattern in this one section of blocks. I feel like I've just watched the DVD logo bounce into the corner of the screen. WAIT OH MY GOD I CAN find out if the shake does anything


phase 5: THE SHAKE DOES SOMETHING!!!!!!

phase 6: the genius part of this game is how it can plausibly either be 1) very meticulously designed such that each screen resembles a single-input, micro Getting Over It, where you need to very carefully shake the kitty out of "safe zones" and through dangerous "platforming" corridors of blocks where a bad bounce will send you helplessly careening back entire sections if not screens, all without gravity not even existing in this game 2) constructed entirely on vibes alone and fiddled with until it feels right. there's no way I can really tell and it does not even matter because it's just such a neat concept

phase 7: i write this post and then add a phase 8 that I realized as I was writing the post. something on my cohost glitches and the post is deleted. i write it again. phase 8 isn't here.

phase 8: it's not the fact that this game for some reason is "pinball" to my head, but that's something I somehow left out of this rewrite. uhh where'd I leave my UKS tab anyway I left it open while I was writing this


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